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Messages - Frazzledragon

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1
Gameplay / Re: Hull buffing effect and increased rebuild time
« on: April 27, 2014, 10:47:24 am »
Huh, I only found out about this yesterday, just tested it myself and it's true.

I believe rebuild time should always be the same. You are already giving up a fire extinguisher or another tool if you pick up buff, you shouldn't be punished with increased rebuild times too. That seems just unfair.

2
Feedback and Suggestions / Re: [FOR THE DEVS and pro players]
« on: February 25, 2014, 03:56:16 pm »
I'd actually like the Novice matches to be mandatory. There are too many people who join a high level lobby, sit around in a slot without listening to anything the captain and others tell them, for instances about changing the loadout. And when in game they don't know what to do and sitll don't listen. You tell them to shoot, they don't shoot, you tell them to get off a gun and repair, they ignore that too and fire away at an ally ship.

If you fully take Novice games away you are basically forcing the newbies onto the better players.
It's a bad idea to not give them any option but to at best accidentally crew only with other lows or deter them from the game altogether by often letting them end up in total stomp lobbies.

To improve that, you could make a Coach grouping instead. Some nooblettes can look for a high player to teach them instead of them going around and messing with crews by being inefficient.

3
Feedback and Suggestions / Re: Enviroment is way to Over powered
« on: February 25, 2014, 03:48:19 pm »
The only thing I find annoying (especially about Dunes) is that it's fairly hard to distinguish between normal clouds and dust clouds.

One is white, the other is brown.
For your sake I hope you are colorblind.

4
Just Refinery has one famous point between E and A which is what you are probably obsessed about. Which is not really any different than the C-D passage for Anglean.

Only other point on Refinery would be the C-D route but even then there are multiple entrances and exits. It is just in a corner so easier to put your back to a wall.

Refinery, A is totally exposed from 3 sides. B would be super exposed without the clouds. C, again has clouds to help it but is very open. Same with E. D, is probably the only point with the least exposure.

The path from C to D is blockable, since, even though you have multiple routes, most of them are quite narrow and interrupted by groundspikes.
There are some good spots to deploy mines.
The building at point D itself allows entrance to the point from only two directions.
Additionally one can stop people from coming from the south by putting a ship into a passage near B and from the west at E. (which favours the red team I think?)

At point A, B, C, D and E can one sink a bit lower to hide behind some metal constructions or fly behind one of the several towers (that only don't exist on C)

B would be just moderately exposed without clouds, on C that is correct.
D has a lot of metal in the way and E also has towers.

5
But Anglean does have chokepoints and it has cover.

Where are there chokepoints in any place but the passage around point A and around the two large ice-spikes in the south and west?
You can go from NW to NE in a pretty much straight line. From NE to SE it's just a small curve around a mountain piece but no chokepoint.
NW to SW, that ice-spike is easy to bypass and you have enormous room on both sides so that you aren't even forced to be close to an enemy.
The only half way tight spot would be SW to SE, but you can bypass that as well with ease.

And about the cover? Which of the four outer points allows you to properly hide behind anything while being on the point? The oilrig is basically just a single tower that is useful.
The Battleship requires you to sink to almost water level to do anything.
The village is just a crater and doesn't hide you and so does the oilpump.
The only real cover is the cannon-support at A, which is also partially-see-through, so you are just safe from fire, not sight.

6
I think we should remove the new spawn system from all Crazy King maps and make it semi-random instead, or allow chooseable spawns but make them rotate on the map too.

The Disable-tactic seems alright to me but suicides are just dumb, as well as enemies who die being rewarded by spawning closer to the next point.

The dying ships should always have to choose a respawn-location on the opposite side of the next-to-activate CP



Additionally: Revert Anglean Raiders back to Resource Race. This map is still broken beyond anything reasonable because there are no chokepoints, cover or anything around 4 of the 5 CPs. Only point A has some structures that get in the way. (The Oilrig is too small to count as good cover) It's just open air. And reducing the tick-points to 200 just made the map even worse. Now there is hardly a point to fighting for a balloon. If somebody has captured it it more often than not has ticked down to 100. Now count in that there's one defender, who cannot be taken down in under one minute, meaning there's just 40 resources left on the point. It takes another 20 to capture.

7
Additionally some achievments encourage people to join completely unbalanced matches.

How do you win a match with 5 more kills than deaths? By playing against noobs of course.
You need perfect victories on some map? Play against somebody who has no clue.

I think the achievments should teach you something instead of giving you tedious, neverending tasks.

Additionally, I'm currently stuck on the achievment for engineer, which requires me to personally get the last hit on enemy ships at over 1000 meters.
Using that as an example, I don't think it's fair that I as engineer should have to do an achievment that is almost as hard as a high tier gunner achievment, though that has 200 meters more to it.
I'm supposed to keep the ship alive and functional. It's completely off track to force the repairman to sit on the gun and grind for a kill that can only be achieved with three guns anyway. The artemis, the lumberjack and the heavy flak. All the other guns don't have enough damage (the mercury for instance) against hull to make it a reasonable effort or, much more simply, don't have the range to do so.

I would like to rate other people's performance to allow them to progress further through the game, or at least influence their XP-gain or whatever would be a good substitute for a leveling system.
That said, it'd be an alternative for the useless commendation system, but I guess that is a completely different topic.

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